Files
UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Public/DerivedDataRequest.h
Devin Doucette 017b41eb57 DDC: Refactored the new Cache API to support its use through only an interface dependency
#rb Zousar.Shaker
#rnx

[CL 15666872 by Devin Doucette in ue5-main branch]
2021-03-10 12:23:29 -04:00

169 lines
4.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "Templates/RefCounting.h"
namespace UE
{
namespace DerivedData
{
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/** Priority for scheduling a request. */
enum class EPriority : uint8
{
/**
* Blocking is to be used only when the thread making the request will wait on completion of the
* request before doing any other work. Requests at this priority level will be processed before
* any request at a lower priority level. This priority permits a request to be processed on the
* thread making the request. Waiting on a request may increase its priority to this level.
*/
Blocking,
/**
* Highest is the maximum priority for asynchronous requests, and intended for requests that are
* required to maintain interactivity of the program.
*/
Highest,
/**
* High is intended for requests that are on the critical path, but are not required to maintain
* interactivity of the program.
*/
High,
/**
* Normal is intended as the default request priority.
*/
Normal,
/**
* Low is intended for requests that are below the default priority, but are used for operations
* that the program will execute now rather than at an unknown time in the future.
*/
Low,
/**
* Lowest is the minimum priority for asynchronous requests, and primarily for requests that are
* speculative in nature, while minimizing impact on other requests.
*/
Lowest,
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/** Status of a request that has completed. */
enum class EStatus : uint8
{
/** The request completed successfully. Any requested data is available. */
Ok,
/** The request completed unsuccessfully. Any requested data is not available. */
Error,
/** The request was canceled before it completed. Any requested data is not available. */
Canceled,
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/** Interface to a request. Use via FRequest. */
class IRequest : public IRefCountedObject
{
public:
virtual ~IRequest() = default;
/** Set the priority of the request. */
virtual void SetPriority(EPriority Priority) = 0;
/** Cancel the request and invoke its callback. */
virtual void Cancel() = 0;
/** Block the calling thread until the request and its callback complete. */
virtual void Wait() = 0;
/** Poll the request and return true if complete and false otherwise. */
virtual bool Poll() = 0;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/** Handle to a request that manages its lifetime with reference counting. */
class FRequest
{
public:
/** Construct a null request. */
FRequest() = default;
/** Construct a request from a raw pointer. */
inline explicit FRequest(IRequest* InRequest)
: Request(InRequest)
{
}
/** Reset this to null. */
inline void Reset() { Request.SafeRelease(); }
/** Whether the request is null. */
inline bool IsNull() const { return !Request; }
/** Whether the request is not null. */
inline bool IsValid() const { return !IsNull(); }
/** Whether the request is not null. */
inline explicit operator bool() const { return IsValid(); }
/**
* Set the priority of the request.
*
* @param Priority The new priority for the request. May be higher or lower than the original.
*/
inline void SetPriority(EPriority Priority)
{
if (Request)
{
Request->SetPriority(Priority);
}
}
/**
* Cancel the request and invoke any associated callback.
*
* Does not return until any callback for the request has finished executing.
*/
inline void Cancel() const
{
if (Request)
{
Request->Cancel();
}
}
/**
* Block the calling thread until the request is complete.
*
* Avoid waiting if possible and use callbacks to manage control flow instead.
* Does not return until any callback for the request has finished executing.
*/
inline void Wait() const
{
if (Request)
{
Request->Wait();
}
}
/**
* Poll the request and return true if complete and false otherwise.
*
* Avoid polling if possible and use callbacks to manage control flow instead.
* Does not return true until any callback for the request has finished executing.
*/
inline bool Poll() const
{
return !Request || Request->Poll();
}
private:
TRefCountPtr<IRequest> Request;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
} // DerivedData
} // UE